﻿using UnityEngine;
using System.Collections;

public class CELog
{
	//===============
	//== Log
	//===============

	public static void Log (object _msg)
	{
		Log (_msg, null);
	}

	public static void Log (object _msg, Object _context)
	{
		#if CE_DISABLE_LOG
		return;
		#endif
		Debug.Log (_msg, _context);

	}

	public static void LogFormat (string _format, params object[] _args)
	{
		#if CE_DISABLE_LOG
		return;
		#endif
		Debug.LogFormat (_format, _args);
	}


	//===============
	//== Warning
	//===============

	public static void LogWarning (object _msg)
	{
		LogWarning (_msg, null);
	}

	public static void LogWarning (object _msg, Object _conext)
	{
		#if CE_DISABLE_LOG
		return;
		#endif
		Debug.LogWarning (_msg, _conext);
	}

	public static void LogWarningForamt (string _format, params object[] _args)
	{
		#if CE_DISABLE_LOG
		return;
		#endif
		Debug.LogWarningFormat (_format, _args);
	}



	//===============
	//== Warning
	//===============

	public static void LogError (object _msg)
	{
		LogError (_msg, null);
	}

	public static void LogError (object _msg, Object _context)
	{
		#if CE_DISABLE_LOG
		return;
		#endif
		Debug.LogError (_msg, _context);
	}

	public static void LogErrorFormat (string _format, params object[] _args)
	{
		#if CE_DISABLE_LOG
		return;
		#endif
		Debug.LogErrorFormat (_format, _args);
	}

}
